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D&D 3E
3.5 is here. 
18th-Jul-2003 10:41 am
Me and my boy
Since 3.5 is here, I was wondering if this is an appropriate venue to discuss it. What do people like/don't like as long as we can all be civil. I got mine a few days ago, and still am going through it to find the changes.

One of my gripes, which is left over from 3e and wasn't changed, is that why can a character choose to buy a tower (50k gp) [described as three stories tall, round or square] or, for 5000 gp extra, a character can buy the deluxe model with walls of adamantine, a door that can only be opened by the character (knock doesn't even work), and can shrink to the size of a small cube for the adventurer on the go. [Daern's Instant Fortress, 55k gp, described as a 20 ft. square tower 30 ft. high]

I know which one I'd want.
Comments 
18th-Jul-2003 11:28 am (UTC)
It's still stupidly D&D. You can improve your hearing (listen) by practising, armour makes you harder to hit and all rangers have a favourite enemy (probably because X enemy raided village while ranger Y was young and killed parents). I could go on. It's still classic D&D high cheese.
18th-Jul-2003 12:49 pm (UTC)
Many items are listed with improper prices -- this is to be fixed in the errata. In fact, the whole list of errata is pretty long already; predominant in the boo-boos is the lack of XP penalty for taking Prestige Classes (just like in 3.0). That was meant to be there, but accidently got cut, just like the Rogue's weapon proficiency list (Rogues are meant to be proficient with the sap). Hopefully we'll have compiled official errata soon. I'm waiting for the second printing before buying the books myself. ;)

Overall, I think 3.5 is a much better game in almost all ways than 3.0. My "problem" with the revision echoes the sentiments of Monte Cook and Sean K. Reynolds -- it's too much, too soon, to be a "revision"; it's more like a rewrite and "what 3.0 should have been". That's great news for people new to 3e/3.5e, but it's a pain to convert campaigns over, even though changes to individual PCs are relatively easy to implement. The transition, where the rules are just subtlely different, is going to send players and DM to looking up things in rulebooks during play for several weeks, just to make sure that they're using the 3.5 spell parameters, etc.
18th-Jul-2003 12:56 pm (UTC)
I agree, it seems as if the specific changes to characters shouldn't take much, mostly reorganizing character abilites and juggling skill points. The hardest things I think will change is getting used to the subtle differences in combat/spells and generally abadoning your intuitive 3e-fu and increasing yoor 3.5-fu.
18th-Jul-2003 04:52 pm (UTC)
Thing is, that assumes that magic items (beyond the small things, like potions or scrolls) are available for sale. True, the core book tends to assume that, at least to a point (though even they make a point of saying that such powerful items aren't easily purchased). But I myself have never run, nor played in, a game where you could just buy something like Daern's Instant Fortress. Nor, I think, would I ever want to, unless I was deliberately going for an uber-high magic feel.
18th-Jul-2003 05:24 pm (UTC)
True. But in the end I can use setting to ret-con just about any rule I don't like in the book. To be honest, the issue has never really come up. Much to the dismay of my players, they start at 1st level. And I can't really even imagine the characters running across a shop that just happens to have these things for sale.

But, the issue comes up if I were to start a game at 16th level. Then the characters have 260k gp to equip these characters. The items they equip with, IMO, are assumed to have been found, bartered, created, what have you... as opposed to being actually purchased. In this case, there's no reason why such advanced character might not have acquired one of these puppies. And then, why buy a tower when you can "have acquired in your back-story" a Daern's Instant Fortress. Sure, the DMG let's me disallow them purchasing one if I want, but why that specific item if I'm letting them pick up something of equivalent GP value. (say, a mace +3 of disruption).

The magic item far outpaces the mudane item and isn't reflected in price. These prices are often used in creating the items and in creating high level characters. I see no reason why any wizard above 13th level wouldn't have one of these because they are so much cheaper to create (27500 gp and a little over 2000 XP) then a regular tower. To me, the gripe is an issue of internal consistency in the game, not of realism or setting.

Just my 2 copper.
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